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Description & Requirements
(Pour visualiser la description de poste en français, veuillez sélectionner le français dans le menu déroulant au haut de la page sous "Select Language".)
Our Motive is to develop innovative action games set in iconic worlds where every player feels like the hero. Let's say that again—iconic worlds where every player feels like the hero.
Our passion has taken us from imagining dogfighter pilots in Star Wars™: Squadrons to re-creating Isaac Clarke onboard the Ishimura in Dead Space™. Currently, we're working on two exciting projects, an original Iron Man™ action-adventure game and what's coming next for Battlefield™.
We believe in sharing our passion with our community and each other, fostering an inclusive culture, and nurturing a growth mindset. Although our approach may seem simple, it leads us to create the best work of our careers, bringing unique and immersive experiences to our players.
This is a 6-month Temporary Full Time opportunity working Hybrid in Montreal.
As an Environment Artist at Motive, you will help build rich, immersive worlds that support gameplay and storytelling. Reporting to the Lead Environment Artist, you will collaborate with cross-functional teams to create visually compelling and performant open-world spaces.
Responsibilities:
- You will build open-world environments that align with artistic direction and gameplay requirements
- You will create presets, and assemblies to support efficient world building
- You will use world-building tools to populate and refine large-scale environments
- You will work the layout with strong attention to composition and visual readability
- You will optimize environments to meet performance and memory budgets
Qualifications:
- 2–4 years of experience creating 3D environments for shipped games
- Solid understanding of the game development pipeline
- Experience with at least one major 3D DCC tool (Maya, 3ds Max, Blender, or Modo)
- Experience using world-building or level-editing tools
- Knowledge of composition, lighting, color theory, and environmental storytelling
- Experience optimizing assets for real-time performance and engine constraints
- Experience contributing to benchmark scenes, prototypes, or vertical slices
Nice to Have:
- Experience building large-scale or open-world environments
- Experience working on AAA game productions
- Experience modeling and texturing natural and architectural assets
- Experience authoring materials or textures using tools such as Substance Painter/Designer or similar